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  #71  
Old January 1st, 2009, 01:03 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

ah well the watcher nation I've already mentioned.. and for what I want to know (and Gandalf said he though was possible) I get no replies (and though I'm by no means a modding genius I have worked through the manual multiple times and read nearly all threads in here so..)

As I said the watcher nation wouldn't even be that bad of an option you'd just need to adjust the map for it and that is sort of annoying.
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  #72  
Old January 1st, 2009, 01:09 PM
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Default Re: Monster SCENARIO Project

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Originally Posted by Aezeal View Post
ah well the watcher nation I've already mentioned.. and for what I want to know (and Gandalf said he though was possible) I get no replies (and though I'm by no means a modding genius I have worked through the manual multiple times and read nearly all threads in here so..)
I usually only skim-read posts, especially if they are lengthier and not broken up into paragraphs, but I don't know what question you're referring to and I won't look through 8 pages to find out... You might try pointing to the question, or asking it again. As for watcher nations, I wrote something for that yesterday, and as for independent farsummons a la Ghost Riders, this can be done via spell modding already.
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  #73  
Old January 1st, 2009, 01:37 PM

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Default Re: Monster SCENARIO Project

well it was more directed to gandalf who was more involved with this thread but in another thread he said it was possible to add new nations and place new units on a province DURING a game (by modding or editing mapfiles). His replies though are aiming at something different (also interesting no doubt about that, but I was already convinced by his previous posts that that would be possible ) and not at what actually asked (probably due to my too short posts and too brief explanations in broken english).

I know you can do farsummons have a few nice ones in my mods actually.. (no indep yet though but once I have enough nations for dom 3K I'll start on one of these to create more "volume" on the existing nations). On a different but related note: I'd be interested to know if you can do farsummons without making one of the units into a commander (since I've also added a commander (which in turn also gets a non commander of the same type)) I've asked this before though and the answers seemed to be that it was not possible (though I'm starting to think that it MUST be able to do commander summons without a troop of the same name) have to look into that better, probably need another effect number). For troop summons I think you always get a commander and it will only be differnt for the wolves, crows etc and that those links are hardcoded since they are certainly not in the modding manual (the spell guide seems to implicate this too)
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  #74  
Old January 1st, 2009, 01:43 PM
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Default Re: Monster SCENARIO Project

Well I had a concept for mid game events...
If I can create a unit which is majorly stealth, cannot move, basically nothing but a place holder. And then midgame the mod changes it into an attacking unit. But Im not sure if units can be placed in stealth mode. And if its placed as a national unit, will it have to fight for ownership? If its placed as an independent (nation 25) then I cant see a way to change it into another nations unit.
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  #75  
Old January 1st, 2009, 01:47 PM
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Default Re: Monster SCENARIO Project

Hmmmmmm.......
if I can find a unit that when placed will start out as stealth then how about if the unit it changes into is a major AoE charmer? Can I make it a single-shot? Maybe invent a spell which is very powerful, and costs 50 gems, then give the unit 50 gems? And change it into something diseased or dying of old age.

That way, on turn 50 or whatever, it suddenly changes everyone in the province (indepts, my army, your army, whoever owns it) into an army for their nation. But it wont change me when I send my army to take the province back.
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  #76  
Old January 1st, 2009, 01:49 PM
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Default Re: Monster SCENARIO Project

OR it could change into something with major summoning ability. It summons a commander and 50 troops "each turn" but has built in safegaurds so that the unit it changes into can only live one turn.
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  #77  
Old January 1st, 2009, 01:53 PM
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Default Re: Monster SCENARIO Project

Is there a spell effect that causes teleportation to a random province?
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  #78  
Old January 1st, 2009, 01:56 PM

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Default Re: Monster SCENARIO Project

Since we seem to agree you can't place stuff during the game then I'd say that the best option would be as I and others (you I think) mentioned before, use a not connected province and place the army there (no need to stealth them since noone can get there anyway) if the commander can cast a transport army spell (which should be hard since you'll just give that nation a cheap nation specific transport army spell you mod in) Then you can just let the nation be player controlled (by the DUNGEON MASTER ) and dormant (do give them income plz) and when you think the players need some extra action you let the commander/pretender teleport to a certain province (which was very attractive to other players since it had a nice magic site for a decent amount of gems and HIGH pop).. and where.. how fortunately his special nation specific sites (with his overpowered cap only recruitables) and a castle also are situated but which the others coulnd't use (like any capitol).

Gandalf, lets do this . It shouldn't be hard and could be entered in any game (just pick an out of the way province and delete all it's connections in the .map file and add the needed sites on the target (invasion) province (hey problem..... can you add sites in the MAP file if they are not in the vanilla game but only in a .dm? might be since it reads .dm before .map I think) and then add the needed units and commanders there and make the province the starting capitol for that nation.

and then you only need to make a .dm file with that nation (and it's transport spell) which it easy, for a test I could use my dragons and just drop most of their cost so it'll be overpowered

hmm a farsummon with the ability to then summon an army (easily done) might indeed be just as easy. I think the key is they NEED a start province.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #79  
Old January 1st, 2009, 01:57 PM
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Default Re: Monster SCENARIO Project

Quote:
Originally Posted by Gandalf Parker View Post
Well I had a concept for mid game events...
If I can create a unit which is majorly stealth, cannot move, basically nothing but a place holder. And then midgame the mod changes it into an attacking unit. But Im not sure if units can be placed in stealth mode. And if its placed as a national unit, will it have to fight for ownership? If its placed as an independent (nation 25) then I cant see a way to change it into another nations unit.
That might work, in theory, though not with map modding alone if you want it for independents, as there's no command to have it start stealthy and all the map information gets encoded into the fatherlnd file, you'd have to do that by hand for a nation before setting it to AI or so. No guarantee that the AI would keep the Hide order. What you could do, if you already have one such "watcher" nation, is to use remote farsummons that count as independent attack. I haven't looked into that Monster Boar spell, but it might be possible that they even start stealthy then, unless that spell has those effects hardcoded for it.

Quote:
Originally Posted by Gandalf Parker View Post
Hmmmmmm.......
if I can find a unit that when placed will start out as stealth then how about if the unit it changes into is a major AoE charmer? Can I make it a single-shot? Maybe invent a spell which is very powerful, and costs 50 gems, then give the unit 50 gems?
The unit AI will be highly likely to waste the gems on much better spells like Astral Shield and Blink instead, I'd guess.
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  #80  
Old January 1st, 2009, 01:58 PM

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Default Re: Monster SCENARIO Project

to a RANDOM province... hmm no but if you make it a player controled nation then you can just pick it.. works better with my idea of the target province having that nations specific sites anyway.

Why would it need to be AI.. palyer controlled is much better.. I mean.. AI might screw up everything.. a dungeon master (like DnD) might give just enough resitance to make ti fun.. and then let himself die anyway.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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